/Engine/Plugins/Runtime/GeometryProcessing/Source/DynamicMesh/Public/Operations/IntrinsicTriangulationMesh.h
Insert a new vertex inside an intrinsic triangle, ie do a 1 to 3 triangle split
Ok on success, or enum value indicates why operation cannot be applied. Mesh remains unmodified on error.
[EMeshResult](API\Runtime\GeometryCore\UE__Geometry__EMeshResult) PokeTriangle ( int32 TID, const FVector3d & BaryCoordinates, [FPokeTriangleInfo](API\Plugins\DynamicMesh\Operations\FSimpleIntrinsicMesh\FPokeTriangleInfo) & PokeInfo )